James Ingraham

 UI Artist | UX Designer

  • www.input-labs.com
  • 978.621.4888

  • Experience:

    UX Designer, Games / ANKI / April 2016 - Current

        Creating UX flows, designs and prototypes for Anki Overdrive.

    UI Lead / Zombot Studio / July 2015 - April 2016

        Creating UX flows, final art assets and building UI in Unity for ExoGears.

    Senior UX Designer / KIXEYE / February 2014 - July 2015

        Wire framing, prototyping, testing and implementing user flows for an unannounced hardcore mobile title.

    Senior UX Designer / BitTorrent Inc. / September 2013 - February 2014

        Designed sessions and distilled user feedback from focus groups using lean UX principles,created wire frames and
        prototyped for both new and existing products.

    UI Lead,Senior UI Artist / KIXEYE / November 2012 – September 2013

        Helping to create great visuals and strong design solutions while leading a small team on multiple game titles at Kixeye.

    Senior UI,UX Designer / Storm8,TeamLava / May 2012 – November 2012

        Building game design documentation, running usability tests , crafting flow diagrams and outlining standards while
        collaborating with art directors and UI artists to define interface art styles.

    UI,UX Team Lead / Warner Brothers Games / December 2010 – May 2012

        Lead the UI and UX team at WB in collaboration with all of the games divisions to provide them with well designed and
        visually captivating UI solutions for all of their products.

    UI,UX Artist / 2K Marin / July 2008 – December 2010

        In charge of User Interface look, UX design and implementation for all 2K Marin game licenses.

    UI Artist / Cryptic Studios Inc. / May 2007 – July 2008

        In charge of user interface look, implementation and flow for champions online.

    Lead Artist / Solidworks / September 2004 – May 2007

        Handled design and artistic decisions for Cosmic Blobs, a 3D modeling program for kids. Developed the UI and UX by
        creating prototypes, reacting to focus groups, and implementing results.

    Game Artist / Cognitoy / September December 2002 – September 2004

        Collaborated with the development team to design vehicles, levels and textures military projects utilizing the Mindrover engine.
        Created cell phone based game art for engines developed in python.

    3D Content Artist / Looking Glass Studios / February 1998 – April 1999

        Designed, built and textured low poly 3D assets for use in Flight Unlimited 2.


    Adobe PhotoShop

    Adobe Illustrator

    Adobe After Effects

    Adobe Flash






    Autodesk 3D Studio Max



    Balsamiq Mockups






    Titles Shipped:

    ExoGears [iOS]

    War Commander: Rogue Assault [iOS]

    Battle Pirates [web]

    Castle Story [iOS]

    City Story Metro [iOS]

    LotR: Shadow of Mordor

    Natural Selection 2

    Gotham City Imposters

    LotR: War in the North

    The Bureau: XCOM Declassified

    Bioshock 2

    Bioshock (PS3)

    Champions Online

    City of Heroes


    Flight Unlimited 2


    Bachelors Degree in Computer Graphics and Interactive Media        May 2002 / Pratt Institute / NYC